There once was a game in gaming land that came out of nowhere. The people who played it were amazed at the sense of open world, the combat, and the plot. The word rapidly spread, here was a superior game. Shouts of "More, more, more!" could be heard throughout gameland.
The words were heard. A company called UBIsoft decided to buy the game, and develop a sequel. The sequel would bring along the sense of open world, an even larger story, and more weapons into the mix. The developer added additional features, such as a buddy system and tape recordings of the bad guy. These additional features were not required to be used. Indeed some users would enjoy them and others ignore. It was all good in gaming land. Shouts of "More more more" were again heard throughout the kingdom.
And there would be more. Fans of the series could hardly wait. The new game, #3, would explode into the gaming world with a force that was never heard before. It featured an even bigger and more complex story, more freedom of player choices, a ton of weapons, both stealth and crazy combat. It also feature a lot more side activities, which although still not required, exponentially increased player choices. And like #2, players could choose to do them or ignore them. It was all good still in gaming land.
Again, shouts of "more more more" could be heard. #4 came along with a new story, some new twists in game play, and another great villian.
"More more more" could be heard with a rising pitch and energy that shook the gaming world. "We want more!!!!! But make it different and keep it the same".
The developer listened. In every respect, #5 crashed down all the boundary's in terms of story and world. They didn't just add more player side activities and expand player choices, in almost every respect #5 exploded in player choices and activities. Again, the quest "extras" could often be safely ignored by the player.
And then there was 6, which exploded once again all the boundaries as well as player choices. The world was bigger, and there was a huge amount of side activities that players could choose to do, like chicken fights. Or they could ignore. In fact, #6 had so many choices, which gave players many choices in game play, that some were heard in gaming land complaining about game design. Sonic and visual design exceeded all previous Far Cry games. And combat, after a "Title 5 update", was more than exciting especially in the added "Guerilla" difficulty mode. Great care had been taken during development to help the majority of players have a better combat and stealth experience.
The echos of disdain for #6 reverberated by those most vocal in the community. "I hate Supremos! - I want my money back." "What, only Amigos? I want my money back". "Worst FC ever!" was heard loudly, which confused the developer as well as legions of less vocal players who were busy enjoying the game.
"It's not exactly as I want it!!!!" Cries of persecution could be heard in the community. "The developer doesn't care!!! They haven't done what I wanted".
The developer was confused, although there were many valid complaints most of which where eventually resolved by the developer, there was a platitude of gamers who didn't know they could play #6 as they wanted. Or choose not too.
Meanwhile, in quiet homes throughout gameland, millions of players were enjoying #6 the way *they* want to play it.
You don't hear much from us, because we are too busy freeing the people of Yara.
"I hope someday you'll join us... and the world will live as one..."